Seronis' Mods: (Update Feb13) Server History

I realize there was a client update this week but I have zero intention of even attempting to update my mods till this weekend. Due to extra training at work I have extremely little time off this week and im spending it between Kids, Church and sleeping. As is always the case if someone else updates one of my mods before I get around to it a notification is appreciated but IS NOT required. neither is credit.

Seperate issue: with the new change in how the single player world selection menu is designed, does anyone else prefer the Worlds Omega format? I prefer it to notchs new design so I'll be updating it for my personal use but if no one else likes it better I'll probably stop uploading it here. My kids told me they like Notchs new layout better so I'm only updating it for myself now. Please comment if you have an opinion EITHER way.

Installation:
I'm gonna assume there are already enough instructions in the forums telling you how to install mods and not repeat it in depth here. If the game doesnt load for you, you get a black screen, or any other problem then YOU ARE DOING IT WRONG. Use google or reread the installation instructions again. The mods are tested before upload and its up to YOU as a user to pay attention if you have installed other mods that edit the same file and to MAKE SURE YOU PAY ATTENTION TO WHAT VERSION OF THE CLIENT THE MOD WAS DESIGNED FOR. That said:

1. open your minecraft.jar with 7zip (if you dont back it up first, sucks to be you)
2. open mod archive with 7zip
3. drag needed mod files (obviously NOT the *.java files) from mod into minecraft.jar
4. delete the two security certificate files inside the minecraft.jar/META-INF folder

NOTEDownload links in red are not updated to the latest client version Beta 1.2_02.

If you would like to browse the master download list of any of my mods go here. Each download is tagged with which client version it was compiled against. I have some mods there for clients as far back as Alpha 1.2.2, just check the 'deprecated' list. CreeperDeReeper is the ONLY person permitted to repackage my mods without modifying them. If another modder edits the same core file as one of my mods and wants to make a compatability merge that is fine. If another modder makes some significant changes to evolve one of the mods into something else thats outstanding. Under no circumstances (besides Creeper) are they allowed to be redistributed unedited. I rely on my download counts to determine if a mod is worth keeping maintained and artificially making those download counts lower will result in the mod never being updated for future client versions.

Some mods below require Risugamis' ModLoader, Lawhrans Settings API Mod or 303s' Spawnlist available in their respective mod threads. This will be noted next to the download link. Most of my mods include my modified *.java files that i used to make the mods. These are not needed for the mod to work and are included strictly so other modders who want to customize the mods a bit can do so more easily. Mods where the java file names dont match the class filenames were written using the MCP (minecraft coders pak) toolset. Highly recommend putting the effort in to get this working alongside Eclipse.

Submitting Bug ReportsREAD THIS IF YOU WANT HELP
I expect a certain level of intelligence from people reporting problems if I am gonna help them. I refuse to help someone who doesnt read instructions COMPLETELY and who doesnt put in any effort to troubleshoot their issue on their own before expecting someone else to waste their time solving their problem for them. So if you want to report a problem you are gonna have to make sure the VERY FIRST THING in your post includes the following information:

If you dont know what OS you are using you are too stupid to use a computer and i refuse to waste my time. If you cant figure out whether you are using 32 vs 64bit os you are lazy and i refuse to help you. You get your JRE version by typing "java -version" in a command line. If you dont know what a command line is you are too stupid for me to waste my time. If you get a message saying java was not found and you are unable to USE GOOGLE to figure out how to add java to your PATH you are too lazy and i wont waste my time. If you cant figure out your minecraft version including patch number I am not gonna waste my time. Get the pattern? Paste that info in your post and i'll help you troubleshoot. If not I will ignore you or ridicule you.

Server History v1.2_02edits ie.class, adds several original files
This mod adds a History feature to Minecraft capable of managing a list of all the server addresses you have attempted to connect to. A History button is added to the SMP connection menu and clicking it will change to a screen where you can load recent IPs or delete them from a list of the last dozen servers you have connected to. You can also save any recent server address to a list of favorites which never expire. Favorites can be given a name to be displayed on the button instead of the address for more easily remembering which game it is.

Update 1: escape key will clear the contents of the address box, or if already empty counts as 'back' button.

Worlds Omega v1.2_01edits mr.class and ko.class
This mod adds infinite save slots to the game by making the arrow keys, mousewheel up/down and the page up/down keys scroll the viewable save buttons. You can also edit a configuration file in order to customize the number of columns and rows of save buttons that will be displayed at a time. Config file additionally lets you show/hide the world save size and adjust the size of the buttons and the size of the spacing between them. By default 3 columns of 5 rows of save buttons will be visible per 'page'. The config file is named WorldsPlus.ini and is automatically created in "%minecraft%/config/". Minor features of this mod include having the Escape key act as a Back button. Prior to clicking an empty save slot typing (or pasting) numbers will display the typed number on screen. This number will be used as the Seed value for the newly created world. Any letters/spaces/underscores typed will show up in a different place on screen. Clicking an already created world will rename the world to what was typed. Clicking an empty slot will assign the name to the new world as it loads. World slot names are saved in the save folder in the file 'name.txt' and the name will be whatever is on the first line of this file. If you wish to include numbers or other special characters in your world name you must manually edit this file after it is created.

Better Food BETA v1.2_01edits sl.class
This mod allows you to stack food items in up to 32 units per stack. Food in stacks of 4 or less can still be consumed from the inventory quick bar. It also prevents you from eating food when already fully healed so no accidentally wasting food. Attacking monsters while holding food will heal the monster 1 health per hit and damage the food by the same ammount, until the food item is gone. Hitting blocks just slowly ruins the food with no benifit to anyone.

Tool Repair BETA v1.2_01adds mod_toolrepair.class.
This mod allows the player to repair tools and armor. Fishing Rods can be repaired by placing one in the crafting grid with either a stick or string immediately above it. Swords, Pickaxes, Shovels, Axes, Hoes can each be repaired by placing a block/ingot of the same material used to create the tool in the block above it. Shovels and Hoes can alternately be repaired by placing two sticks, one above the other, to either side of the tool. Armor must be repaired using a toolbox as to repair it you must fill two squares above it with the appropriate material for Helmets and Boots. For the Cuirass and Greaves you put an ingot in all 3 squares in one row and have the item to be repaired in the center box immediately below. Chainmail can be repaired using iron ingots or optionally chainmail links with the addon download. ALL objects capable of being repaired can alternately be repaired by just placing two nearly broken objects (made from same material) in squares one above the other. The addon files are seperate downloads as they will prevent your game form running if you dont have the relevant other mods installed.

Download: (requires Risugamis' modloader)With MC v1.2.x Notch changed the crafting manager code so that it doesnt accept damaged items as valid ingredients. This prevents something like 'Tool Repair' from taking a damaged item and producing a new one.

Celestial SunDial v1.1_02adds ItemSundial.class and mod_ItemSundial.class
This mod allows you to scroll the sun by holding a modifier key and scrolling your mousewheel. There are also two preset keys where 1 press scrolls the time to a specific time of day. By default the modifier key is Left Shift and the hotkeys are K and L which will move the sun to Dawn and Dusk respectively. The modifier key, the hotkeys, and the times the hotkeys will attempt to scroll to are all configurable in the Settings API menu. To use this ability you must first craft the SunDial object. Each sundial you craft can move time forward a total ammount of time equal to one game week. Moving time backwards is 3x more expensive and the hotkeys will always move the sun in the direction that is cheaper. Settings menu allows you to adjust the total number of uses and the cost per use. You can set the cost to free, and you can even toggle an option so the sundial isnt even required if that is your preference. The 'stacksize' option is experimental and is only effective next time the game is rebooted. Total number of uses value also only effective at next game reboot due to code limitations. Adjust at own risk.

FireStarter v1.1_02adds mod_firestarter.class, ItemTinderbox.class
This mod adds two new items to the game: charcoal and a tinderbox. It also adds several recipes to the game dealing with wood/fire. Charcoal itself can be used as a fuel and its burn duration is the same as burning a log. You can put 4 charcoal in a 2x2 square pattern to craft a piece of regular coal. Two sticks placed one above the other will produce a fireblock. Torches can now also be crafted by using a fireblock, charcoal or a cloth block as the torch head. These convenience recipes only produce 1 torch each instead of 4 but allow the surface dweller to get torches without mining. The new Tinderbox item can be crafted by placing a stick above a piece of wood, and then placing a Bow next to the stick on either side. The tinderbox will take one damage per use UNLESS you have paper in your inventory. If you have stacks of paper it will use one sheet of paper as 'fuel' to start each fire without damaging the tinderbox in the process. If you have already installed 'charcoal torches' you need to delete mod_charcoal.class from your minecraft.jar BEFORE installing this mod. Additionally a single sapling can convert to a leaf block, 2 saplings one above the other can convert to a stick and 4 sticks in a 2x2 square can produce a single wood block. Not as effecient as converting from wood to sticks.

Charcoal Torches v1.1_02adds mod_charcoal.class
This mod allows you to create charcoal by smelting logs in a furnace. Charcoal itself can be used as fuel and will burn equivalent to a log. 4 charcoal in a square in the crafting grid will produce coal. 1 charcoal and one stick will produce 1 torch.

Phobia Relief BETA v1.2adds mod_Phobia(lots).class
This mod includes named files to remove select monsters/livestock from spawning ANYWHERE in the world. Just install like any other mod but only drag the file whose name matches the thing you wish to never see again. Currently supports: cows, sheep, chickens, pigs, spiders, skeletons, zombies, creepers, squid

Tele Compass v1.2_01adds ItemCompass.class and mod_ItemCompass.class
This mod upgrades the compass so right clicking while it is selected on your inventory bar will teleport you to your spawn point. You can use this feature 32 times per compass before the compass breaks. If you right click while sneaking you will use up 16 of your charges and reassign your spawn point to your current location. If you try to teleport while within 8 blocks of your home location it will instead act as a return trip using 4 charges and returning you to the last place you came home from.

Debug Info Toggle + Chunk Infoedits ob.class
This mod changes the F3 key to act as a toggle key for the debug data instead of as a hold-to-view key. I've also added the Chunk coordinate info to the debug output. This allows you to easily browse your saves folder in case you want to manually delete specific chunks out of your world. I use Zans minimap which edits the same file so if you dont have that mod this will not work for you. This is only warning.

Nyctophobia v1.2_01adds mod_Nyctophobia.class
This mod is for people who have a fear of the Night (or configurably the day) so that you can automatically fast forward through the portion of the clock that you just have no love for. In the Mod Settings menu choose a time you want for dawn, and another for dusk, and then set a multiplier for how fast you wish to speed forward through time. In the settings a value of 0 or 24000 represents midnight. Click the toggle button for whether its day or night you wish to fast forward through. After choosing your options the game will automatically switch to fast forward mode whenever the game time is in the range you dislike.

Realized I was stupid and used sticks instead of wood planks. Updated to be planks instead as thats what actually makes the tool head on those. Stone can now use cobblestone and ALL tools can use 2 broken tools to make 1 new one. And added hoes.

Like the mod idea. Haven't tried it yet but I sure will. Seems to be in balance the way you describe it.

Yah was hoping it wouldnt be considered a cheat by anyone. My current thought would be requiring an empty row between the tool and the resource so that it would have to be performed in a workbench. Right now its easy to do repairs while on the run. As it is when i get around to doing armor repair im gonna require two resource blocks on top of the armor piece so that it DOES require the workbenchs extended crafting grid to repair armor. Any thoughts if basic tools should have that requirement to be 'fair' ?

Quote from Iggyhopper »

How the heck do you write mods for this? Isn't it all obfuscated if you try to decompile it? Sounds like a lot of analyzing to find out what goes where and what does what.

Yes its obfuscated. No variable/function/class names are preserved. its all di.class ly.ab().c etc. You basically have to find strings used, like the names of things, see where they are used, and then backtrace till you find logical connections. And the class names and such are being documented in a joint project google docs spreadsheet that a lot of people are contributing to. The mod i've done is basically adding formulas to a location that already has other formulas to use as reference so its not so hard. Things like the minimap, better grass, autocart are significantly more difficult and probably beyond my java experience. Risugami has some outstanding mods too and I use almost all of them. its fun though. And my kids keep giving me little recipe requests for their games so that gives another level of satisfaction.

How the heck do you write mods for this? Isn't it all obfuscated if you try to decompile it? Sounds like a lot of analyzing to find out what goes where and what does what.

Yes its obfuscated. No variable/function/class names are preserved. its all di.class ly.ab().c etc. You basically have to find strings used, like the names of things, see where they are used, and then backtrace till you find logical connections. And the class names and such are being documented in a joint project google docs spreadsheet that a lot of people are contributing to. The mod i've done is basically adding formulas to a location that already has other formulas to use as reference so its not so hard. Things like the minimap, better grass, autocart are significantly more difficult and probably beyond my java experience. Risugami has some outstanding mods too and I use almost all of them. its fun though. And my kids keep giving me little recipe requests for their games so that gives another level of satisfaction.

Oh sweet. Where is this google doc located? I would love to see it. I might write a mod myself!

Thank you, Great mod, very useful and practical.
I have kind of a request have you considered adding the usage of to repair , kind of a silly request but it's not game breaking as far as i know and it does kinda make sense...i think :tongue.gif:
Well that's it just putting it out there, thanks again looking forward for more of your work.

Yah was hoping it wouldnt be considered a cheat by anyone. My current thought would be requiring an empty row between the tool and the resource so that it would have to be performed in a workbench. Right now its easy to do repairs while on the run. As it is when i get around to doing armor repair im gonna require two resource blocks on top of the armor piece so that it DOES require the workbenchs extended crafting grid to repair armor. Any thoughts if basic tools should have that requirement to be 'fair' ?

I think tools should be ok to repair on the go with only the 2x2 repair window. Armor makes sense to require the workbench to make the repair, but tools are simple and as such should be simple to repair.

Rollback Post to RevisionRollBack

Put your hand on a hot stove for a minute, and it seems like an hour. Sit with a pretty girl for an hour, and it seems like a minute. THAT'S relativity.

EDIT: Oh wait no I was being dumb, repairing body and leg armor does work.

Works great and I appreciate the conflict resolution. I think it's perfectly fair and balanced, a good amount of resources to repair and it adds a new dynamic of trying to push your luck with armor to maximize the benefit of a repair.